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Subject: Sneak Preview - Part 2 rss

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Paul Grogan
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This is the second of the sneak previews leading up to the release of the game at Spiel 2012.

For the first preview, click here

For my previews on the other new games...
Tzolkin pt.1
Tzolkin pt.2
Goblins Inc. pt.1
Goblins Inc. pt.2
Galaxy Trucker: Another big expansion


For this preview, I am going to explain one of the most popular parts of the expansion - Special Action Boards.

There are eight of these in the game, and they start off shuffled in a face down pile. In round 1 of the game, you reveal the top one. In round 2, this piece goes on the board, and you reveal the next one. So, in the first year of the game, you get a new board in rounds 2,3,4 and 5 (remember: 5 rounds now each year). You do the same in year 2, which means by the end of the game, all boards have been used.

This board covers up one of the existing action spaces for that round only - it is then removed from the game. It modifies that space for that round only. In general, the new spaces have a similar effect to the old ones, they just do it in a different way.

Here are four of the tiles.



Top Left: Recruit bigger, badder, nastier monsters.
A monster recruited from this board is better, but more expensive. Each space shows the icon of a small cardboard tile which you get and place with the monster. It makes it stronger (+2 strength), but more expensive. The top monster costs extra gold (specially trained), the middle one is an extra evil (especially evil) and the bottom one needs extra food (rather large).


Top Right: Pet Shop!
Roll up, roll up, get your Petz here! With the expansion, players start with a pet, but this space allows them to get more. Icons are pretty self-explanatory. The card icon is an extra pet card.


Bottom Left: City Carnival
Whilst everyone is off having fun at the carnival, you can
a) Steal a gold from the city bank and blame it on the others (they all gain 1 evil)
b) Sneak into the Universtity, look at any combat card (and put back anywhere) and blame the break-in on the others who all gain 1 evil.
c) Spend a gold, look at any one combat card, lose 1 evil, whilst others gain 1 evil.

Note: Expect a far better written and more humourous description of what these spaces do later on.


Bottom Right: Digging Specialists
Two new icons appear on this action space. The white tunnel and room mean that you can actually send imps to rebuild a space in your dungeon that has previously been conquered.
The other icon allows you to place one of the new special tunnel pieces into your dungeon.

There are five special tunnels in the game, and you can build your choice of them (but there is only one of each). These special tunnels all have cool abilities such as a tool closet which means all adjacent production rooms use 1 less imp to activate, and the very special "Disappearing corridor", which just happens to disappear just before you have to pay your taxes. And if the space is conquered then you dont lose points for it at the end of the game, because it disappears then too
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Petr Gasparik
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Very excited! I can't wait for next 4 tiles to be revealed
I especially like City Carnival A lot of fun!

About Disappearing corridor: just this tile, or all tiles behind it disappears?

Only one thing unsettles me: Will I have enough actions to try all these new things?
 
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Reis
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PetrGasparik wrote:
Only one thing unsettles me: Will I have enough actions to try all these new things?

I have absolutely no experience with this expansion. That said, I am fairly confident that I can answer with full authority: no, no you will not.
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Chris J Davis
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Luce wrote:
PetrGasparik wrote:
Only one thing unsettles me: Will I have enough actions to try all these new things?

I have absolutely no experience with this expansion. That said, I am fairly confident that I can answer with full authority: no, no you will not.


I LOL'd.
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James
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Thanks for the preview Paul. I'm really looking forward to this expansion. I love the base game (50 plays), so the expansion is a must-buy for me.

The idea of limiting when these special actions can be used is great. There likely will be a lot of competition to use them as they come up, depending on the game state. I mean who would NOT want the tougher monsters, knowing that you might have to deal with a paladin as well as a 5th adventurer?
 
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Brent Wilson
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Am I noticing a wacky execution order for the Digging specialists?-- the II minion executes first, then the I minion, then the III minion.
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Paul Grogan
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Speedyox wrote:
Am I noticing a wacky execution order for the Digging specialists?-- the II minion executes first, then the I minion, then the III minion.


Well spotted. That is Vlaada's doing, and the sheer amount of effort he puts into making sure everything is right. I just looked at it and went "Why? It looks a bit complicated". And then he explained why... and I was convinced...
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Sophia Lechner
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I wonder what exactly "+2 strength" from the special Hire Monster means. Surely it can't mean that a slime deals 3 damage to all adventurers...can it?
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Jason Rupp
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Love the city carnival. Typically, in our games only 1 player goes heavy evil and the rest like to stay really low on the evil meter (they fear the paladin). Now, you may be able to force the paladin onto someone with this space :D
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Chris J Davis
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PaulGrogan wrote:
Speedyox wrote:
Am I noticing a wacky execution order for the Digging specialists?-- the II minion executes first, then the I minion, then the III minion.


Well spotted. That is Vlaada's doing, and the sheer amount of effort he puts into making sure everything is right. I just looked at it and went "Why? It looks a bit complicated". And then he explained why... and I was convinced...


Is it one of those things where someone explains something to you, and all becomes clear and right with the world, and you're walking around with an inner sense of peace and contentment, but when you try to think back to what the words were they've mysteriously slipped from your mind?
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Paul Grogan
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JemL wrote:
I wonder what exactly "+2 strength" from the special Hire Monster means. Surely it can't mean that a slime deals 3 damage to all adventurers...can it?


I think for monsters that do damage to multiple adventurers, it only boosts the first damage done. Otherwise slimes and dragons too good. Note: "I think". I've playtested this a bit, but Vlaada is always tweaking bits right up until the hour before it goes to the printers
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Joey Larsen
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Too bad there's no way to guarantee that the reconquering of tiles tile will come out in the second round. There might not be much to take back in the first round. At least you can still buy a super tunnel or two.
 
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Jesse Hickle
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I think it's pretty awesome that Dungeon Petz is a part of this expansion. It really ties the two together as part of the same universe.
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Matt Sargent
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PaulGrogan wrote:
Speedyox wrote:
Am I noticing a wacky execution order for the Digging specialists?-- the II minion executes first, then the I minion, then the III minion.


Well spotted. That is Vlaada's doing, and the sheer amount of effort he puts into making sure everything is right. I just looked at it and went "Why? It looks a bit complicated". And then he explained why... and I was convinced...


Is the second slot in these actions intended to be better than the third slot? For the pets, it appears to be strictly better. Also, niceness costs less than food (I think?), and the ability to rearrange the combat deck seems pretty badass.
 
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Noble Knave
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Do the petz come at random from a deck or does the player actually get to choose? I would guess the former, but it'll be interesting to see.
 
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Paul Grogan
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thenobleknave wrote:
Do the petz come at random from a deck or does the player actually get to choose? I would guess the former, but it'll be interesting to see.


A bit of both. At the start of the game you get two and choose one. And then at the start of the next year, you again, draw two and choose one.
 
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Noble Knave
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What about for the Pet Shop?
 
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thenobleknave wrote:
What about for the Pet Shop?


You play a quick side game of Dungeon Petz, with each of you taking on the role of one of the buyers. Whichever pets get sold to that buyer you get to keep in your game of Dungeon Lords. devil
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Paul Grogan
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thenobleknave wrote:
What about for the Pet Shop?


I think for the pet shop, you just get the top pet from the deck. Note in the image I uploaded, the last space is wrong, it should be an IMO and 2 pets. This was corrected before it went to the printers, but not before I uploaded my preview

So.... 4 player game, each player gets 2 pets and chooses 1. That's 8 gone. Then year 2, same again. Another 8 gone. That leaves 4 for the pet shop. 20 in total, which just happens to be the number of pets in Dungeon Petz (including the 2 spielbox bonus pets)
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Konata
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PaulGrogan wrote:
Speedyox wrote:
Am I noticing a wacky execution order for the Digging specialists?-- the II minion executes first, then the I minion, then the III minion.


Well spotted. That is Vlaada's doing, and the sheer amount of effort he puts into making sure everything is right. I just looked at it and went "Why? It looks a bit complicated". And then he explained why... and I was convinced...


So, why is it?
 
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Thibaut Palfer-Sollier
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Thanks for the preview.

A general question about the special actions.
Doesn't it lead to players always choosing them ? Isn't the 4th player always locked out of this action ? Why would you want to avoid doing the special action, even just for the principle of preventing someone else from doing it ?

In other words, doesn't it make the game much more scripted ?
 
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Paul Grogan
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I didn't find it was any more scripted. But yes, there did seem to be a lot more competition for the special action spaces
 
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Filip Murmak
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tublefou wrote:
Thanks for the preview.

A general question about the special actions.
Doesn't it lead to players always choosing them ? Isn't the 4th player always locked out of this action ? Why would you want to avoid doing the special action, even just for the principle of preventing someone else from doing it ?

In other words, doesn't it make the game much more scripted ?


At first glance you might think so. But bare in mind this is Dungeon Lords we're talking about. Every player has his own agenda beside the common goals. Somebody needs food to feed the trolls, somebody needs gold to pay for huge dungeon, somebody focuses on traps and different monsters ... Handful of times I've seen the replacement action to be passed on by 4 people simply because they couldn't afford to go there as the game made them worry about different things. So yes, sometimes as in base Dungeon Lords some action might be extremely wanted at certain turns by everyone while some others are abandoned.
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Thibaut Palfer-Sollier
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I quite well understand that.

To me, playing well in Dungeon Lords implies to avoid as much as possible being dependant on a specific action. I am hence under the impression that skilled players will very often have the possibility to select the specific action whatever the context.

The only truth is the one from the board, so I'll have to try.
And I very much want to
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Manuel Ingeland
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I still don't grasp the role of Dungeon Petz here...how exactly can it's components be used and is there room for custom ideas?
 
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